Expanding strategic possibilities in Starting positions.
Posted: 05 Apr 2006, 10:49
I've been thinking about map starting positions. I don't think I've ever seen a game which has started with fixed positions. Its always choose a spot within a box. A box on the top vs a box on the bottom. Or a box on the left vs a box on the right. On any team game of 3 vs 3 or 4 vs 4, the strategy is very predictable. Expand towards the opposing half of the map in a more or less solid mass. There is a subtle variation of trying to get the right pace of expansion - too fast and you overextend, too slow and you give your opponents too much resource. And sometimes you can get really tricky and scout out the enemy line and try and attack in the weakest point along with your allies. But that can be dangerous as you will have weakened yourself in comparison to your direct opponent. He may counter attack, and you may find your allies aren't as interested in playing co-operatively as you are.
Perhaps we can create a new options and add variety. It could be cool to start a 4 vs 4 map with 2 players close to the middle on each side and two players in the back. Then the strategic choices become more interesting. Perhaps the front two dig in and spread out to protect the back two. The back two focus on building a solid level 2 econ as fast as possible with little or no defence, trusting the front two to hold up.
But with two players in the front line, there are more likely to be gaps for an opponent to find and make it through to the back. Do the back two push forward as well to try and make the defensive line really solid? Or do they build a second defensive line in the back 'just in case'. And if they do launch an attack, where should they launch it?
Or what about starting one team in a central position, and starting the other team split between two or more positions either side of this. The central position would have a significant advantage in cohesion, and an ability to move forces quickly from one battlefront to the other as needed. To counter this maybe the map would make the center position more exposed, and the outer positions given more defensive terrain to make both sides equally vulnerable. Or fiddle with the resource placement.
This would either need map designs with appropriately thought out fixed starting positions - does anyone know of any?. (i.e. this thread should be in the map section). Or perhaps options in the lobby to create more than one starting box. For example Team 1 has 2 starting boxes, and must place two players in each box (i.e. this thread should be in game lobby or development?).
And another map strategy issue - maybe someone would be nice to make a map with a few very high value mex spots? For instance 7 mex spots on the map that each produce 5 metal or even 10 metal per tick for a standard mex. The idea would be to have around the same amount of metal available as for a normal map, but to have it concentrate on key strategic locations, and focus the battle on trying to control as many of these locations as possible. Or are there maps already like this that I have yet to play on?
Perhaps we can create a new options and add variety. It could be cool to start a 4 vs 4 map with 2 players close to the middle on each side and two players in the back. Then the strategic choices become more interesting. Perhaps the front two dig in and spread out to protect the back two. The back two focus on building a solid level 2 econ as fast as possible with little or no defence, trusting the front two to hold up.
But with two players in the front line, there are more likely to be gaps for an opponent to find and make it through to the back. Do the back two push forward as well to try and make the defensive line really solid? Or do they build a second defensive line in the back 'just in case'. And if they do launch an attack, where should they launch it?
Or what about starting one team in a central position, and starting the other team split between two or more positions either side of this. The central position would have a significant advantage in cohesion, and an ability to move forces quickly from one battlefront to the other as needed. To counter this maybe the map would make the center position more exposed, and the outer positions given more defensive terrain to make both sides equally vulnerable. Or fiddle with the resource placement.
This would either need map designs with appropriately thought out fixed starting positions - does anyone know of any?. (i.e. this thread should be in the map section). Or perhaps options in the lobby to create more than one starting box. For example Team 1 has 2 starting boxes, and must place two players in each box (i.e. this thread should be in game lobby or development?).
And another map strategy issue - maybe someone would be nice to make a map with a few very high value mex spots? For instance 7 mex spots on the map that each produce 5 metal or even 10 metal per tick for a standard mex. The idea would be to have around the same amount of metal available as for a normal map, but to have it concentrate on key strategic locations, and focus the battle on trying to control as many of these locations as possible. Or are there maps already like this that I have yet to play on?